/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
 
This file is part of Quake III Arena source code.
 
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
 
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#include "server.h"

/*
===============
SV_SetConfigstring
 
===============
*/
void SV_SetConfigstring (int index, const char *val)
{
    int		len, i;
    int		maxChunkSize = MAX_STRING_CHARS - 24;
    client_t	*client;

    if ( index < 0 || index >= MAX_CONFIGSTRINGS )
    {
        Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
    }

    if ( !val )
    {
        val = "";
    }

    // don't bother broadcasting an update if no change
    if ( !strcmp( val, sv.configstrings[ index ] ) )
    {
        return;
    }

    // change the string in sv
    Z_Free( sv.configstrings[index] );
    sv.configstrings[index] = CopyString( val );

    // send it to all the clients if we aren't
    // spawning a new server
    if ( sv.state == SS_GAME || sv.restarting )
    {

        // send the data to all relevent clients
        for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++)
        {
            if ( client->state < CS_PRIMED )
            {
                continue;
            }
            // do not always send server info to all clients
            if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) )
            {
                continue;
            }

            len = strlen( val );
            if( len >= maxChunkSize )
            {
                int		sent = 0;
                int		remaining = len;
                char	*cmd;
                char	buf[MAX_STRING_CHARS];

                while (remaining > 0 )
                {
                    if ( sent == 0 )
                    {
                        cmd = "bcs0";
                    }
                    else if( remaining < maxChunkSize )
                    {
                        cmd = "bcs2";
                    }
                    else
                    {
                        cmd = "bcs1";
                    }
                    Q_strncpyz( buf, &val[sent], maxChunkSize );

                    SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );

                    sent += (maxChunkSize - 1);
                    remaining -= (maxChunkSize - 1);
                }
            }
            else
            {
                // standard cs, just send it
                SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
            }
        }
    }
}



/*
===============
SV_GetConfigstring
 
===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize )
{
    if ( bufferSize < 1 )
    {
        Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
    }
    if ( index < 0 || index >= MAX_CONFIGSTRINGS )
    {
        Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
    }
    if ( !sv.configstrings[index] )
    {
        buffer[0] = 0;
        return;
    }

    Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
}


/*
===============
SV_SetUserinfo
 
===============
*/
void SV_SetUserinfo( int index, const char *val )
{
    if ( index < 0 || index >= sv_maxclients->integer )
    {
        Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
    }

    if ( !val )
    {
        val = "";
    }

    Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
    Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
}



/*
===============
SV_GetUserinfo
 
===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize )
{
    if ( bufferSize < 1 )
    {
        Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
    }
    if ( index < 0 || index >= sv_maxclients->integer )
    {
        Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
    }
    Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}


/*
================
SV_CreateBaseline
 
Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline( void )
{
    gentity_t *svent;
    unsigned int entnum;

    for ( entnum = 1; entnum < sv.num_entities ; entnum++ )
    {
        svent = SV_GentityNum(entnum);
        if (!svent->r.linked)
        {
            continue;
        }
        svent->s.number = entnum;

        //
        // take current state as baseline
        //
        sv.svEntities[entnum].baseline = svent->s;
    }
}


/*
===============
SV_BoundMaxClients
 
===============
*/
void SV_BoundMaxClients( int minimum )
{
    // get the current maxclients value
    Cvar_Get( "sv_maxclients", "8", 0 );

    sv_maxclients->modified = qfalse;

    if ( sv_maxclients->integer < minimum )
    {
        Cvar_Set( "sv_maxclients", va("%i", minimum) );
    }
    else if ( sv_maxclients->integer > MAX_CLIENTS )
    {
        Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
    }
}


/*
===============
SV_Startup
 
Called when a host starts a map when it wasn't running
one before.  Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
void SV_Startup( void )
{
    if ( svs.initialized )
    {
        Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
    }
    SV_BoundMaxClients( 1 );

    svs.clients = (client_t *)Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
    if ( com_dedicated->integer )
    {
        svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
    }
    else
    {
        // we don't need nearly as many when playing locally
        svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
    }
    svs.initialized = qtrue;

    Cvar_Set( "sv_running", "1" );
}


/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void )
{
    int		oldMaxClients;
    int		i;
    client_t	*oldClients;
    int		count;

    // get the highest client number in use
    count = 0;
    for ( i = 0 ; i < sv_maxclients->integer ; i++ )
    {
        if ( svs.clients[i].state >= CS_CONNECTED )
        {
            if (i > count)
                count = i;
        }
    }
    count++;

    oldMaxClients = sv_maxclients->integer;
    // never go below the highest client number in use
    SV_BoundMaxClients( count );
    // if still the same
    if ( sv_maxclients->integer == oldMaxClients )
    {
        return;
    }

    oldClients = (client_t *)Hunk_AllocateTempMemory( count * sizeof(client_t) );
    // copy the clients to hunk memory
    for ( i = 0 ; i < count ; i++ )
    {
        if ( svs.clients[i].state >= CS_CONNECTED )
        {
            oldClients[i] = svs.clients[i];
        }
        else
        {
            Com_Memset(&oldClients[i], 0, sizeof(client_t));
        }
    }

    // free old clients arrays
    Z_Free( svs.clients );

    // allocate new clients
    svs.clients = (client_t *)Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
    Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );

    // copy the clients over
    for ( i = 0 ; i < count ; i++ )
    {
        if ( oldClients[i].state >= CS_CONNECTED )
        {
            svs.clients[i] = oldClients[i];
        }
    }

    // free the old clients on the hunk
    Hunk_FreeTempMemory( oldClients );

    // allocate new snapshot entities
    if ( com_dedicated->integer )
    {
        svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
    }
    else
    {
        // we don't need nearly as many when playing locally
        svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
    }
}

/*
================
SV_ClearServer
================
*/
void SV_ClearServer(void)
{
    int i;

    for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ )
    {
        if ( sv.configstrings[i] )
        {
            Z_Free( sv.configstrings[i] );
        }
    }
    Com_Memset (&sv, 0, sizeof(sv));
}

/*
================
SV_SpawnServer
 
Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots )
{
    int			i;
    int			checksum;
    qboolean	isBot;
    char		systemInfo[16384];
    const char	*p;

    // shut down the existing game if it is running
    SV_ShutdownGameProgs();

    Com_Printf ("------ Server Initialization ------\n");
    Com_Printf ("Server: %s\n",server);

    // if not running a dedicated server CL_MapLoading will connect the client to the server
    // also print some status stuff
    CL_MapLoading();

    // make sure all the client stuff is unloaded
    CL_ShutdownAll();

    // clear the whole hunk because we're (re)loading the server
    Hunk_Clear();

    // clear collision map data
    CM_ClearMap();

    // init client structures and svs.numSnapshotEntities
    if ( !Cvar_VariableValue("sv_running") )
    {
        SV_Startup();
    }
    else
    {
        // check for maxclients change
        if ( sv_maxclients->modified )
        {
            SV_ChangeMaxClients();
        }
    }

    // clear pak references
    FS_ClearPakReferences(0);

    // allocate the snapshot entities on the hunk
    svs.snapshotEntities = (entityState_t *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
    svs.nextSnapshotEntities = 0;

    // toggle the server bit so clients can detect that a
    // server has changed
    svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;

    // set nextmap to the same map, but it may be overriden
    // by the game startup or another console command
    Cvar_Set( "nextmap", "map_restart 0");
    //	Cvar_Set( "nextmap", va("map %s", server) );

    // wipe the entire per-level structure
    SV_ClearServer();
    for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ )
    {
        sv.configstrings[i] = CopyString("");
    }

    // make sure we are not paused
    Cvar_Set("cl_paused", "0");

    // get a new checksum feed and restart the file system
    srand(Com_Milliseconds());
    sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
    FS_Restart( sv.checksumFeed );

    CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );

    // set serverinfo visible name
    Cvar_Set( "mapname", server );

    Cvar_Set( "sv_mapChecksum", va("%i",checksum) );

    // serverid should be different each time
    sv.serverId = com_frameTime;
    sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
    sv.checksumFeedServerId = sv.serverId;
    Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );

    // clear physics interaction links
    SV_ClearWorld ();

    // media configstring setting should be done during
    // the loading stage, so connected clients don't have
    // to load during actual gameplay
    sv.state = SS_LOADING;

    // load and spawn all other entities
    SV_InitGameProgs();

    // don't allow a map_restart if game is modified
    sv_gametype->modified = qfalse;

    // run a few frames to allow everything to settle
    for ( i = 0 ;i < 3 ; i++ )
    {
        G_RunFrame(svs.time);
        SV_BotFrame(svs.time);
        svs.time += 100;
    }

    // create a baseline for more efficient communications
    SV_CreateBaseline ();

    for (i=0 ; i<sv_maxclients->integer ; i++)
    {
        // send the new gamestate to all connected clients
        if (svs.clients[i].state >= CS_CONNECTED)
        {
            char	*denied;

            if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT )
            {
                if ( killBots )
                {
                    SV_DropClient( &svs.clients[i], "" );
                    continue;
                }
                isBot = qtrue;
            }
            else
            {
                isBot = qfalse;
            }

            // connect the client again
            denied = ClientConnect(i, qfalse, isBot);	// firstTime = qfalse
            if ( denied )
            {
                // this generally shouldn't happen, because the client
                // was connected before the level change
                SV_DropClient( &svs.clients[i], denied );
            }
            else
            {
                if( !isBot )
                {
                    // when we get the next packet from a connected client,
                    // the new gamestate will be sent
                    svs.clients[i].state = CS_CONNECTED;
                }
                else
                {
                    client_t		*client;
                    gentity_t	*ent;

                    client = &svs.clients[i];
                    client->state = CS_ACTIVE;
                    ent = SV_GentityNum( i );
                    ent->s.number = i;
                    client->gentity = ent;

                    client->deltaMessage = -1;
                    client->nextSnapshotTime = svs.time;	// generate a snapshot immediately

                    ClientBegin(i);
                }
            }
        }
    }

    // run another frame to allow things to look at all the players
    G_RunFrame(svs.time);
    SV_BotFrame(svs.time);
    svs.time += 100;

    if ( sv_pure->integer )
    {
        // the server sends these to the clients so they will only
        // load pk3s also loaded at the server
        p = FS_LoadedPakChecksums();
        Cvar_Set( "sv_paks", p );
        if (strlen(p) == 0)
        {
            Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
        }
        p = FS_LoadedPakNames();
        Cvar_Set( "sv_pakNames", p );
    }
    else
    {
        Cvar_Set( "sv_paks", "" );
        Cvar_Set( "sv_pakNames", "" );
    }
    // the server sends these to the clients so they can figure
    // out which pk3s should be auto-downloaded
    p = FS_ReferencedPakChecksums();
    Cvar_Set( "sv_referencedPaks", p );
    p = FS_ReferencedPakNames();
    Cvar_Set( "sv_referencedPakNames", p );

    // save systeminfo and serverinfo strings
    Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
    cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
    SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );

    SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
    cvar_modifiedFlags &= ~CVAR_SERVERINFO;

    // any media configstring setting now should issue a warning
    // and any configstring changes should be reliably transmitted
    // to all clients
    sv.state = SS_GAME;

    // send a heartbeat now so the master will get up to date info
    SV_Heartbeat_f();

    Hunk_SetMark();

    Com_Printf ("-----------------------------------\n");
}

/*
===============
SV_Init
 
Only called at main exe startup, not for each game
===============
*/
void SV_BotInitBotLib(void);

void SV_Init (void)
{
    SV_AddOperatorCommands ();

    // serverinfo vars
    Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
    Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
    Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
    sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
    Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
    Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
    sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
    sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
    sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
    sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);

    sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
    sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
    sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
    sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO );

    // systeminfo
    Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
    sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
#ifndef DLL_ONLY // bk010216 - for DLL-only servers
    sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
#else
    sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM );
#endif
    Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
    Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
    Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
    Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );

    // server vars
    sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
    sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
    sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
    sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
    sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
    Cvar_Get ("nextmap", "", CVAR_TEMP );

    sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
    sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
    sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE );
    sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE );
    sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE );
    sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE );
    sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
    sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
    sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
    sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
    sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
    sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
    sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );

    // initialize bot cvars so they are listed and can be set before loading the botlib
    SV_BotInitCvars();

    // init the botlib here because we need the pre-compiler in the UI
    SV_BotInitBotLib();
}


/*
==================
SV_FinalMessage
 
Used by SV_Shutdown to send a final message to all
connected clients before the server goes down.  The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalMessage( char *message )
{
    int			i, j;
    client_t	*cl;

    // send it twice, ignoring rate
    for ( j = 0 ; j < 2 ; j++ )
    {
        for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++)
        {
            if (cl->state >= CS_CONNECTED)
            {
                // don't send a disconnect to a local client
                if ( cl->netchan.remoteAddress.type != NA_LOOPBACK )
                {
                    SV_SendServerCommand( cl, "print \"%s\"", message );
                    SV_SendServerCommand( cl, "disconnect" );
                }
                // force a snapshot to be sent
                cl->nextSnapshotTime = -1;
                SV_SendClientSnapshot( cl );
            }
        }
    }
}


/*
================
SV_Shutdown
 
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg )
{
    if ( !com_sv_running || !com_sv_running->integer )
    {
        return;
    }

    Com_Printf( "----- Server Shutdown -----\n" );

    if ( svs.clients && !com_errorEntered )
    {
        SV_FinalMessage( finalmsg );
    }

    SV_RemoveOperatorCommands();
    SV_MasterShutdown();
    SV_ShutdownGameProgs();

    // free current level
    SV_ClearServer();

    // free server static data
    if ( svs.clients )
    {
        Z_Free( svs.clients );
    }
    Com_Memset( &svs, 0, sizeof( svs ) );

    Cvar_Set( "sv_running", "0" );
    Cvar_Set("ui_singlePlayerActive", "0");

    Com_Printf( "---------------------------\n" );

    // disconnect any local clients
    CL_Disconnect( qfalse );
}

